Halo 3: ODST ViDoc: Terra Incognita: Difference between revisions

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'''1:47 - Blake Low:''' We want the player to have this open, visceral sort of 'you're in the city' experience. We started experimenting, playing with elevation, playing with building shapes.
'''1:47 - Blake Low:''' We want the player to have this open, visceral sort of 'you're in the city' experience. We started experimenting, playing with elevation, playing with building shapes.


'''1:57 - [[Samuel Jones]]:''' It's a city that you actually completely walk through. Each [[Wikipedia:Binary space partitioning|BSP]] is directly alongside the other BSP. You walk through the door and go into the other BSP. The road structure is not straight, it's diagonal; it's also multi-layered. I don't think we realized how big the city would get.
'''1:57 - Samuel Jones:''' It's a city that you actually completely walk through. Each [[Wikipedia:Binary space partitioning|BSP]] is directly alongside the other BSP. You walk through the door and go into the other BSP. The road structure is not straight, it's diagonal; it's also multi-layered. I don't think we realized how big the city would get.


'''2:18 - Alex Pfeiffer:''' We basically had to build very specific tech, that would give the AI the right type of behavior. We had the technology, we called it squad patrol. No matter where you were inside the Hub there would always be a certain amount of noise, a certain amount of enemy presence there that we ratchet up and ratchet down depending on what we needed it to do.
'''2:18 - Alex Pfeiffer:''' We basically had to build very specific tech, that would give the AI the right type of behavior. We had the technology, we called it squad patrol. No matter where you were inside the Hub there would always be a certain amount of noise, a certain amount of enemy presence there that we ratchet up and ratchet down depending on what we needed it to do.
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